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Voidfall: Resurgence

Expansion for Voidfall

Voidfall: Resurgence Rulebook

Table of Contents

Table of Contents

  • How to Use the Booklets
  • Components
    • Highlighting the Modules
    • Updated Components for Psionics
    • Psionics Module Components
    • Voidborn Arsenal Module Components
    • Incursion Module Components
  • Psionics Rules
    • Core Concepts
      • Psionic Agendas
      • The Vanguard
      • Psionic Combat Tokens
      • Other Effects
      • Running Out of Focus Cards
    • New Components for Technologies
      • Command Station
      • Mechanized Guilds
      • Mind Links
    • Combat Summary
  • Voidborn Arsenal Rules
    • New Voidborn Fleet Types
      • Voidborn Corvette
      • Voidborn Dreadnought
      • Voidborn Destroyer
      • Voidborn Mirage
      • Voidborn Siphon
    • Changed Sector Limits
  • Incursion Rules
    • Preparation Phase
      • New Instructions on the Difficulty Setup Aid
    • Focus Phase
    • Special Crisis Cards
    • Core Concepts and Rules
      • Installations
      • Civil Defense Tokens
      • Population
      • Fleet Movement - Voidborn Regroup
      • Voidborn Deployment
      • Skirmishes
  • Rules with the Psionics Module
    • Vanguards
    • Enforced Psionic Agendas

How to Use the Booklets

Resurgence uses the same three booklets in the same way Voidfall does:

  • Rulebook: This very booklet contains the list of components and the general gameplay rules that you can use as reference during your game. Every module will have its own section, so you can easily find the ones that you would add to your game.
  • Compendium: Setup instructions and a long list of brand new scenarios, along with the story of this changed world.
  • Glossary: Detailed descriptions of every new component.

Components

Highlighting the Modules

Cardboard and cardstock components are tagged on their faces so you have an easier time sorting them and storing them separately in the game box.

  • Psionics: Separate tags for new components and updated components. Read more on this in the next section.
  • Voidborn Arsenal
  • Incursion Mode

Similar to the base game, Co-op and Solo components are placed in blue sections.

Updated Components for Psionics

Psionics introduces a great variety of new cards, tokens and sector tiles that are available to every player in a given game. Most of the components belonging to this module are simply to be added to the game when you play with this module.

However, introducing them shifts the balance of the game in directions that makes some of the base game's Houses more powerful than others. To compensate for these changes, a few House mats, Focus cards, Technology cards, and Origin cards have updated versions in the expansion. When playing with the Psionics module, they all should be swapped out with their base game counterparts.

In a few cases the reason for updating a component is different:

A few concepts are fleshed out more in the expansion and new icons are introduced for them, so some of the base game components are updated simply for clarity.

The base game counterparts of these components should not be thrown out completely. Whenever you would play Voidfall without Psionics, the original components are recommended to be used.

  • House Shiveus has an updated Politics House Focus.
  • House Astoran has a new Reinforcement House Focus. They have a total of 3 House Focus cards when playing with Psionics, instead of 2.
  • Houses Valnis, Belitan, Cortozaar, and Dunlork originally have no House Focus cards, but they do when playing with Psionics.

Psionics Module Components

  • 8x House mats (6x New Houses, 1x House Zenor, 1x House Yarvek)
  • 4x Vanguard tiles
  • 1x Agenda Extension tile
  • 5x Standard Population dice (unmarked)
  • 10x Phantoms
  • 5x Voidborn Fleets* (*When playing with the Voidborn Arsenal and Incursion modules, these are referred to as Voidborn Corvette Fleet tokens.)
  • 15x Voidborn Fleet Power cubes
  • 1x Home sector tile (House Erevon)
  • 8x Standard / special sector tiles
  • 4x Standard Conquest Focus cards (in each player color)
  • 2x Ascension Technology Focus cards
  • 22x House Focus cards (13x New Houses, 1x Shiveus Politics, 1x Astoran Reinforcement, 2x Valnis, 2x Belitan, 2x Cortozaar, 1x Dunlork)
  • 9x Galactic Event cards (Sets K, L, and M)
  • 6x Fallen House cards
  • 15x Origin cards (12x New Houses, 1x Belitan A, 1x Shiveus B, 1x Fenrax A)
  • 28x Agenda cards (12x Psionic, 4x Support, 4x Might, 4x Wealth, 4x Dominance)
  • 24x Technology cards (18x New Technologies (12x Basic, 6x Improved), 2x Basic Carriers, 2x Basic Targeting, 1x Improved Cloning, 1x Improved Targeting)
  • Combat tiles: Merchant's Guild, Psionic Tokens, Command Station, Phantom (1x each)
  • 12x Mind Link tokens
  • 15x Guild tokens
  • 4x Vanguards (in each player color)
  • 1x Ringworld Agenda token
  • 8x Reclaim tokens

Voidborn Arsenal Module Components

  • Combat tiles: Voidborn Destroyer, Voidborn Dreadnought, Voidborn Mirage, Voidborn Siphon
  • Fleet tokens: 7x Voidborn Dreadnought, 6x Voidborn Destroyer, 6x Voidborn Mirage, 7x Voidborn Siphon
  • Cards: 3x Crisis cards (2x Level II Crisis, 2x Level III Crisis, 2x Level III Crisis); 9x Galactic Event cards (Sets N, O, and P)

Incursion Module Components

  • Cards: 7x Difficulty Setup Aid card; 9x Alert cards (3x Voidfall cards, 6x Rift Surge cards); 66x Crisis cards (6x Starting, 20x Level I, 20x Level II, 20x Level III); 20x Aspects of the Domineum cards
  • Tokens and markers: 4x Civilian Defense tokens (in each player color); 6x Voidfall tokens (2x Rift I, 2x Rift II, 2x Rift III)

Psionics Rules

Core Concepts

The following concepts feature in every game of Voidfall: Resurgence that you will play. Components and effects related to them are available to every player in every scenario.

Psionic Agendas

Psionic Agendas are a new, 5th Agenda type, which represent the awakening of latent powers and the growing resistance of the populace against the Voidborn influence.

Even though they work very similarly to the other four Agenda types, they have a few unique features, explained below.

Whenever you gain an Agenda, you can select the Psionic type. As with the other Agenda types, you may either take the face up card, or draw 2 face-down Psionic Agendas, select one, and place the other at the bottom of the deck.

The Psionic Agenda offer can also become corrupted like the regular Agenda offer.

Certain effects might instruct you to gain specifically a Psionic Agenda.

Psionic Agendas, as all other types, can be played alongside a Focus card in the Selection step B1, to then take the Agenda action printed on them during the Actions step B2 of your turn. Unlike the other four Agenda types, each of the Psionic Agendas have a unique Action and a unique Focus card to match. All Psionic Agenda actions are listed in detail in the Glossary.

In the Clean-up step B3 of your turn you treat Psionic Agendas like any other Agenda type: find a place for them in an Agenda slot of your House mat. However, unlike the other Agenda types, you may only remove a Psionic Agenda from a Pure slot, and not from a Corrupted slot.

Example of a Psionic Agenda (labelled on the printed card: Title, Focus card to match, Agenda action, Enforcement cost).

The Vanguard tile next to your House mat has a fifth Agenda slot, called the Psionic slot: it can only host Psionic Agendas, no other type of Agenda. It has a few differences compared to a regular non-starting Agenda slot.

  • The card in the Psionic slot does not count against the normal limit of one Agenda per type in your three regular non-starting Agenda slots (i.e. you can have a total of two Psionic Agendas in play, one in a regular slot, one in the Psionic slot).
  • The Psionic slot cannot be corrupted.

The Psionic slot is found on the bottom of the Vanguard tile.

Once a Psionic Agenda is in play (i.e. in an Agenda slot), and their slot is not Corrupted, you may enforce them as an additional action in any one of your turns:

  • Pay the Enforcement cost printed in the bottom right corner
  • Take the Psionic Agenda action (the same action when you played the card)
  • Flip the Psionic Agenda to its back side.

The Psionic Agenda is now Enforced.

Note: When you play a Psionic Agenda (not enforce them), you do NOT have to pay the printed cost.

Enforced Agendas have a mandatory negative ability, printed on the back side of the card:

  • Add 1 more Fleet Power to Skirmishes against you
  • When you remove an Enforced Psionic Agenda from your House mat, gain a Corruption to your House mat

Note: You may never remove a Psionic Agenda from a Corrupted slot.

In Step 4 C4 of the Evaluation phase (after evaluating your Agendas) flip each Psionic Agenda back face up. They cease to be Enforced, and you may enforce them again in a later turn.

The Vanguard

Each player has a Vanguard to aid them. They start on the Vanguard tile.

When you place or enforce a Psionic Agenda in the Psionic slot, you may place your Vanguard into any one of your non-Home sectors, or move it from one sector to another. This also applies when you replace a Psionic Agenda in the Psionic slot with another.

If you abandon or lose the sector containing the Vanguard, place it back onto your Vanguard tile.

Abilities of a Vanguard in your sector

The sector with the Vanguard has multiple abilities, some are beneficial, while others are detrimental, or depend on the situation. Some abilities only apply in certain game modes or modules. All of these abilities are mandatory, except where noted otherwise.

  • A The sector and all components within count twice for Agenda scoring (but not Galactic Event scoring or for any effect gaining you Influence). This ability is voluntary.
  • B Players that invade this sector gain 1 additional Approach Absorption.
  • C During a Skirmish the Voidborn gains 1 additional Approach Absorption in this sector. This should be considered when you determine which sector the Voidborn targets.
  • D This sector is adjacent to every other sector with a Vanguard in it. This allows invasions from one sector with a Vanguard to another.
  • E This sector is always a valid target of a skirmish, even if there are no Voidborn sectors adjacent to you.
  • F If the Vanguard is on a special sector with the ability that it cannot be a target for a Skirmish, the sector loses this ability, and becomes a valid target for a Skirmish.
  • G During Final Scoring Voidborn will score an additional 10 Influence for each Vanguard in a sector.
    • For all other cases the Vanguard does not count as a Harbinger (for example for Crisis cards)

Summary of abilities on the Vanguard tile, non-Incursion side.

Example: A For Agenda scoring, the blue player would score 12 (4x3) for their non-corrupted sectors, 3 (3x1) for their non-corrupted sectors with at least one sector defense and 6 (3x2) for their non-corrupted sectors with at least one shipyard for a total of 21 (12+3+6) from their starting Agenda card. D Since they have a Vanguard token in their bottom left sector and also on the rightmost Voidborn controlled sector, they are able to Invade that sector. E F Their sector with the Vanguard token is not adjacent to any Voidborn sector and also could not be invaded because of its ability, but because of the Vanguard token there, it is still a valid target for a Skirmish.

Illustration for ability G: 2 Vanguards, each scoring 10 Influence, for a total of 20.

Psionic Combat Tokens

Various sources give you access to Psionic Combat tokens, which are one time use Combat enhancements. You may collect any number of Psionic Combat tokens. Place them near your Bounty and Reclaim tokens at the left edge of your Player board.

During each Combat the Invader may discard a single Psionic Combat token (in total, not per type) to gain its one-time effect:

  • Salvo Strike tokens deal 1 additional Salvo Damage in the first Salvo step to the Defender.
  • Approach Barrier tokens cancel 1 Approach Damage from the Defender.

Other Effects

Resurgence introduces completely new effects to the game, and also expands on some rare effects of the base game, which now need general rules and clarifications.

When you discard a Focus card to take an action from it, select a Focus card still in your hand, then:

  • Select an action from it, pay its costs, then resolve the effect of that action.
  • Discard the Focus card. It cannot be played for the remainder of the Cycle.

This does not count as a Focus card played nor another turn. It does not trigger any Technology action or additional actions of special sectors. It does not trigger a "once per Focus card" or "once per turn" effect a second time. The action from the discarded Focus card is also not considered to be an action of the Focus card that was selected in the Selection step of your turn (and is currently in play).

Note: When using this effect, the number of Focus cards in your discard pile will not match the number of turns played.

When you remove a Voidborn Fleet Power from an adjacent Voidborn sector, move the Fleet Power cube back to the common supply. You cannot remove the last Fleet Power from a Voidborn sector unless it is explicitly stated.

Note: This rule is different from the base game of Voidfall, where removing the last Voidborn Fleet Power from a sector was allowed.

Running Out of Focus Cards

It is possible when playing with the Psionics module that you start your turn without any Focus cards in your hand. In that case you must pass your entire turn. Without a Focus card selected and played, you cannot play Agendas, take Technology actions, or special sector actions, even if they could be triggered by playing "any Focus".

New Components for Technologies

The Psionics module brings 6 new Houses and their respective expertise to the galactic stage. As usual, each of the Houses have two Technologies each featuring on their Origin cards, a total of twelve.

While the effect of every new Technology is detailed in the Glossary as usual, several of these Technologies introduce new components with their specific ruleset. The rules for these components are detailed in the next sections as these concern every player, not just the owners of the respective Technologies. They also mostly have Combat abilities that need to be taken into account, you can find a summary of them in the Combat Summary below.

The Houses, Technologies, and whether they come with a special component is summarized in the table below.

HouseTechnologySpecial ComponentsCombat Ability
ErevonCommand StationsCommand Station (Installation type)Yes
ErevonExo-SkeletonsNoneNo
IlvarosBiofabricatorsNoneNo
IlvarosPsiogeneticsNoneNo
LaskirPhantomsPhantom (Fleet type)Yes
LaskirPulse EngineNoneNo
Hania

*Stellar Exchanges uses the Starbase tokens from the base game, but it interacts with them in a different way than the Starbases Technology.

Command Station

The Command Station is a new Installation type.

When you build an Installation while having the Command Stations Technology, you may choose a Command Station of your color.

Command Stations are player colored and lets you retain sectors even without any Fleet Power present. A sector without any Fleet Power and a Command Station is not considered abandoned.

If you successfully invade a sector with a Command Station while having the Combat Replicators Technology, you may retain the Command Station by changing its token to one of your own color. In this case all rules still apply to your Command Station Installation, even if you do not have the Command Stations Technology.

Command Stations also provide Combat abilities that are detailed in the Combat Summary below.

  • A When you regroup, you may move the last Fleet Power out from a sector with a Command Station.
  • B When you invade and move the last Fleet Power out of a sector with a Command Station, the sector does not count as abandoned.

Mechanized Guilds

The Mechanized Guild is a new Guild type.

If you establish a Guild while having the Mechanized Guilds Technology, you may choose to place a Mechanized Guild.

A Mechanized Guild does not add to any resource production by default, only if you have the matching Technology.

Mechanized Guilds also provide Combat abilities that are detailed in the Combat Summary below.

Mind Links

Mind Links allows you to place Mind Link tokens across your Civilization tracks.

When you place a Mind Link token, you must select a space on any of your tracks, without your Civilization tracker on it. You can only select spaces that belong to Tiers specified by the effect.

Mind Link tokens cover (and thus replace) the benefit of the space with a Skip effect.

Combat Summary

This section details the Combat abilities Command Stations, Mechanized Guilds, Phantoms, and Psionic Combat tokens.

Combat tiles are shown for each of these components in the printed rulebook.

  • In the Approach step, the Invader may gain Approach Absorption in the following ways:
    • Gain 1 Approach Absorption if they have the Improved Phantoms and they have at least 1 Phantom Fleet Power present.
    • Gain 1 Approach Absorption for each Psionic Barrier token they have discarded. This can only be done once per Combat, unless specified otherwise.
  • In the Salvo steps each Phantom Fleet Power adds 1 Initiative.
  • In the first Salvo step, the Invader may gain 1 Salvo Damage for each Psionic Strike token they have discarded, and if they have at least 1 Fleet Power present. This can only be done once per Combat, unless specified otherwise.
  • In the first Salvo step, the Defender may gain 1 Salvo Damage for each Command Station they have, if they have Improved Command Stations, and they have at least 1 Fleet Power present.
  • In the first Salvo step, the Defender may gain Salvo Absorption in the following ways:
    • Gain 1 in total if they have the Improved Phantoms and they have at least 1 Phantom Fleet Power present.
    • Gain 1 for each Mechanized Guild in the sector, if they have at least 1 Fleet Power present.
    • Gain 1 for each Command Station in the sector, if they have at least 1 Fleet Power present.

Note: The printed rulebook names the Approach Barrier and Salvo Strike tokens as "Psionic Barrier" and "Psionic Strike" tokens in this summary. The text is reproduced as printed.

Voidborn Arsenal Rules

New Voidborn Fleet Types

Each ship-type of the Voidborn Arsenal comes with their own Combat abilities similar to player ships. Combat against the Voidborn Arsenal follows the same rules as usual with these Combat abilities in mind.

There are 4 new Fleet Types, and one from the base game.

Voidborn Corvette

This is the Fleet type that was simply called "Voidborn Fleet" in the base game. It has the same Combat abilities as that Fleet type.

Voidborn Dreadnought

  • Joins skirmishes in adjacent sectors
  • 1 Approach Absorption as the Invader (if they join a skirmish).
  • +1 Initiative in the Salvo step (total, not per Fleet Power).
  • +1 Salvo Absorption as the Defender.
  • For each destroyed Dreadnought: Draw and resolve a Reclaim token in the sector they got destroyed in (both during a skirmish and an invasion).

Voidborn Destroyer

  • Joins skirmishes in adjacent sectors
  • +1 Approach Damage as the Invader (if they join a skirmish).
  • +1 Initiative in the Salvo step as the Invader (total, not per Fleet Power).
  • +1 Salvo Damage as the Invader in the first salvo step (if they join a skirmish).
  • For each destroyed Destroyer: Draw and resolve a Reclaim token in the sector they got destroyed in (both during a skirmish and an invasion).

Voidborn Mirage

  • Never joins a skirmish.
  • The Sector they are in can be only invaded if you invade with Fleet Power from two or more sectors.
  • For each destroyed Mirage: Upgrade a Glory token (before scoring your Glory)

Voidborn Siphon

  • Never joins a skirmish.
  • Any player controlling a sector adjacent to a Siphon gains +2 upkeep (for each Siphon). Note: Energy Cells does not negate this upkeep.
  • For each destroyed Siphon: Draw and resolve a Bounty token.

When the Voidborn are taking damage in Combat, it always assigns damage to a Corvette Fleet Power first.

When you remove Voidborn Fleet Power from a Voidborn sector, you must select Corvette Fleet Powers first.

When a player is a target of a Skirmish in a sector adjacent to a Voidborn Destroyer's or Voidborn Dreadnought's sector, they join the Skirmish. This is in addition to the regular strength of the Skirmish, calculated in the usual way. However, unlike the regular Fleet Power of the Skirmish, the Destroyer or Dreadnought which joins the Skirmish would physically move into the sector which is Skirmished from the adjacent Sector.

In case there are multiple Voidborn Destroyers/Dreadnoughts adjacent to the skirmished sector, a maximum of one joins each Skirmish. A Voidborn Destroyer would join first. In case of multiple Voidborn Destroyers/Dreadnoughts, players decide freely from which sector one will join from.

If the Skirmish is won by the Voidborn (but not on a tie), move the Destroyer/Dreadnought to the Skirmished sector, then place the usual 2 Voidborn Corvette Fleet Power and Bounty token into the sector. If it's tied, the Destroyer/Dreadnought is destroyed before adding the usual 2 Voidborn Corvette Fleet Power and Bounty token.

If a Voidborn sector empties because the only Voidborn Fleet Power was a Voidborn Destroyer or Dreadnought and it moved out to join a Skirmish, the usual abandoning rules apply: add two Voidborn Corvette Fleet Power and one Bounty token to the sector.

Expanded Arsenal Ships act a little differently in Incursion, this is explained in detail in the Incursion.

Changed Sector Limits

Each Voidborn sector that is limited to one Voidborn Fleet token of Voidborn Corvettes can have one additional Voidborn Fleet token of either Voidborn Dreadnoughts, Voidborn Destroyers, Voidborn Mirages, or Voidborn Siphons.

Some special sectors are allowed to contain two Voidborn Fleet tokens of Voidborn Corvettes. These can also have one or two additional Voidborn Fleet tokens of Voidborn Dreadnoughts, Voidborn Destroyers, Voidborn Mirages, or Voidborn Siphons as long as the maximum of 3 standees is not exceeded.

Some special sectors are allowed to contain three Voidborn Fleet tokens. This is a hard limit and shared between Voidborn Corvettes, Voidborn Dreadnoughts, Voidborn Destroyers, Voidborn Mirages, and Voidborn Siphons.

Incursion Rules

Incursion is a Solo and Co-Op mode that is played instead of the regular Co-op/Solo mode; it requires the Voidborn Arsenal module.

Preparation Phase

Incursion uses the same general flow of a Cycle as the regular Co-op/Solo mode, but since it uses different Difficulty Setup Aid cards and different Alert cards, Step 0 of the Preparation phase has a variety of new instructions that did not appear in the base game. Step 0a concerning Joint/Heroic Focus cards is unchanged.

New Instructions on the Difficulty Setup Aid

Example of a Difficulty Setup Aid card.

The top row of the table indicates that you must place exactly 1 random Voidfall card on the top of the Alert deck. Do not shuffle it into the deck–this card should be the first Alert card to draw in the current Cycle.

The next three rows indicate how many Level 1, Level 2, and Level 3 Situation cards you should add to the Alert deck.

In these rows you are also instructed to add the respective Dual Situation cards to the Alert deck.

Example of a Dual Situation card.

The fifth row indicates the number of Rift Surge cards to add to the Alert deck.

The bottom, larger row show additional items to place on the play area:

  • Place a Harbinger from the common supply on the War track of the Crisis board.
  • Place a Harbinger from the common supply on the War or Economy track of the Crisis board (your choice).
  • Draw the top Level 2 Crisis card and place it directly on the War or Economy track of the Crisis board (respectively). Do not resolve anything printed on the card at this point.
  • Place 1 Voidborn Fleet Power in a Voidborn sector, into a Voidborn Fleet type of your choice. You must select a Fleet type so that you do not exceed the Fleet Limit of the sector (see page x on the new Fleet limits in Incursion). If you cannot place a Fleet Power without exceeding the Fleet limit, you may forgo placing it. This instruction has multiple variants.
  • Select 2 different Shipyards or Starbases in Voidborn sectors, and place one Fleet Power in the sector of each of them. If there are less Shipyards or Starbases, you only need to place that many Fleet Power.
  • For each Shipyard or Starbase in a Voidborn sector place 1 Fleet Power in the same sector.

Note: the printed text reads "Place 1 Voidborn Fleet Power a Voidborn sector"; the word "in" is missing in the original and is supplied here. Printed "page x" references are reproduced as printed.

Focus Phase

There are three new Alert card types (Voidfall, Rift Surge, and Dual Situation) that each have various immediate instructions on them, which must be resolved before the Reveal Crisis Step.

Example of a Voidfall Alert card.

Dual Situations two numbers on them, meaning you must draw the top card of the corresponding Crisis deck for each of them in the Reveal Crisis Step. When you do, place one of them in the indicated space on the left side of the Crisis board, and the other right next to it, so both are visible. Both of them are referred to as the "current Crisis".

Voidfall Alerts have multiple immediate instructions on them, and also some that should be ignored at this stage of the turn. Resolve the following:

  • The top of the card shows a Rift token type (Rift I, Rift II, or Rift III). Flip over all corresponding Unopened Rifts–they are now Open Rifts. Remove all Voidstorms which surround the Open Rifts, then remove the shown type of Rift tokens from the map. Keep any other Rift tokens in the sector if there was more than one. If the corresponding Rift was already an Open one, simply skip this instruction.
    • If the corresponding opened rift was already closed, then the Voidborn skirmish that sector with the indicated amount of Voidborn immediately instead (regardless of Voidborn adjacency to this sector). The Fleet Power for this Skirmish would come from the general supply. If the Skirmish is successful, the Rift re-opens with the amount of Voidborn that survived the Skirmish placed on the re-opened Rift.
  • Place the indicated amount of Voidborn Fleet Power (according to the Cycle number) in those Open Rifts (respecting the Fleet Limit of 3 tokens on a Rift sector). Place the indicated Glory token on the Open Rifts.

Note: Then at the end of each player's first turn each cycle, resolve the Military Crisis row of the Crisis board (with any additional bonuses), as indicated on the Voidfall Alert card.

Example of a Rift Surge card.

Rift Surge Alerts have an immediate instruction that must be resolved when the card is revealed, then you must reveal another Alert card. Rift Surge Alerts also indicate that the Economic Crisis row of the Crisis board is to be resolved at the end of each player's turn in the current round. If multiple Rift Surge Alerts are revealed in the same round, only resolve the Economic Crisis row once.

You may use a Catastrophe token with Voidfall cards and Rift Surge cards to skip resolving the Military row or Economic row at the end of the current player's turn. You cannot skip the immediate effects of either card.

Special Crisis Cards

There are Incursion Crisis cards that work differently from regular Crises.

Immediate Crises have instructions that must be resolved when the card is revealed. These instructions usually include that you:

  • Discard the Crisis card immediately, not placing it on the Crisis board
  • Reveal a new Crisis card of the same level

Passive penalties are in effect while once they are placed on the Crisis board, and until they are removed from there. A few of the Crises with passive penalties also have a regular penalty, which can be suffered at the end of the turn to discard the card. Others can only be resolved by meeting their conditions. As usual these Crises can be also discarded by using a Catastrophe marker or via a Heroic / Joint Focus card.

Core Concepts and Rules

Installations

  • Voidborn Shipyards: Can be source of Voidborn deploys.
  • Voidborn Starbases: Can be sources of Voidborn deploys (they count as Voidborn Shipyards) and are also Sector Defenses.

Many Crisis Cards now allow the Voidborn to deploy Fleet Power to certain sectors; mainly to Rifts and Voidborn Sectors with Voidborn Shipyards (and Starbases).

Civil Defense Tokens

Civil Defense tokens indicate the control of a player over certain sectors at the beginning of an incursion mission. Once they are removed, they cannot be placed again. A sector with a player-colored Civil Defense token is under that player's control (they do not require to have 1 Fleet Power in the sector to retain control of that sector).

Sectors with Civil Defense tokens can be targeted by Voidborn skirmishes and when such a Skirmish is successful, the Civil Defense token is removed. When you lose control of a sector with a Civil Defense token, you place a value 1 Glory token from the supply in the sector instead of discarding a Glory token (in addition to placing the regular bounty token).

A Civil Defense token is not an Installation. A Civil Defense token provides 1 Salvo Absorption to the Defender.

Population

Some new Crisis Cards indicate to decrease a Corrupted Population of a Voidborn sector. Decrease the population die by 1 step, and leave the Corruption in place.

Fleet Movement - Voidborn Regroup

The Voidborn try to move their forces towards the players - keeping up the threat of Skirmishes in sectors adjacent to the players. When the Voidborn regroup, the action is similar to a player regroup. They move up to an indicated amount of Fleet Power cubes from their controlled sectors to sectors that are adjacent to player controlled sectors. They regroup using the following order of priority:

The below is a quick reference tool for regrouping. More thorough rules and overview are explained afterwards:

  1. Target sector(s)

    • Alert Card: All sectors from all players
    • Otherwise: Sectors of the active Player
  2. Regroup Towards

    • Sectors adjacent to the active player(s)
    • Sectors in the direction towards the active player(s)

    The Voidborn only regroup into sectors which:

    • Are below their maximum Fleet Power limit
    • Efficient with movement & maintaining an even presence, if possible
  3. Regroup From

    • Sectors that are not adjacent to the active player(s)
    • Non-adjacent sectors closest to the target sector
    • Sectors with the most Fleet Power
    • Sectors that have the lowest population (Rifts are considered as 7 population)
    • Always leave 1 Voidborn Fleet Power in each sector for control.
  4. Fleet Power type priority

1 Target priority:

  • If Voidborn regroup during an Alert card, they regroup in such a way that they consider all sectors adjacent to any player as their target.
  • Otherwise; they regroup in such a way that they consider only the sectors of the current active player as their target.

2 Regroup towards priority:

  • If there are multiple equal sectors in the below regroup towards Priority the player chooses which sector. They will always attempt to keep even Fleet Power presence and maintain efficient movement as explained above.
  • The Voidborn will spend their regroups to reach any adjacent sector to their target that is below the maximum Voidborn Fleet Power limit.
  • If all Voidborn adjacent sectors are at their maximum Fleet Power limit, or there are not enough regroups left to reach an adjacent sector, they will move in the direction of the current active player(s), moving into non-adjacent sectors which are below the maximum Voidborn Fleet Power limit.
  • The remaining regroup actions must be enough to reach the targeted sector.

3 Regroup from priority:

  • Sectors which are non-adjacent to the active player, which are adjacent sectors to the target sector.
  • Sectors which are non-adjacent to the active player, which are non-adjacent sectors to the target sector, if the remaining number of moves allows a Fleet Power cube to reach the target sector. Choose sectors that are closer to the player first if possible, to be efficient with the Voidborn regroup actions.
  • If multiple sectors are adjacent / non-adjacent at the same distance, move Voidborn Fleet Power from sectors with the most Voidborn Fleet Power.
  • In case of ties, move them from sectors with the lowest population (Open Rifts count as 7 population)
  • In case of further ties, decide randomly.

It is possible to regroup Voidborn Fleet Power away from a non-active player, including out of sectors which would be adjacent to the non-active player and into adjacent sectors or towards the currently active player following the criteria above.

4 Fleet Power type priority:

Fleet Power regroups in the following priority order:

  • Same Extended Arsenal ship type already present in target sector.
  • Voidborn Siphons
  • Voidborn Destroyers
  • Voidborn Dreadnoughts
  • Voidborn Corvettes
  • Voidborn Mirages

Example: In the above example, the Voidborn have a Regroup 3 (Voidborn Fleet icon) - blue is the active player:

  1. The first regroup would be used to move the Voidborn Dreadnought from the Rift to an adjacent sector, as Voidborn Dreadnoughts have Priority to be moved before Voidborn Corvette's. The order of Priority also states that you move Voidborn Expanded Arsenal Fleet Power into sectors which match its Fleet type first; however, the Efficient Movement rule is always in effect. The other Voidborn Dreadnought is 2 sectors away, and this Dreadnought can reach adjacency with a single regroup action.
  2. The second regroup, a Voidborn Corvette would move into the adjacent sector which has space for it. The Rift has more available Fleet Power than the sector where the third regroup will happen, so it would move first.
  3. The third regroup, a Voidborn Corvette would move into another adjacent sector which has space for it. The Dark Matter Reactor has more available Fleet Power than any other non-adjacent sector next to it, so the Fleet Power would move from there.

Voidborn Deployment

The Voidborn can add and deploy both Corvettes and their new Expanded Arsenal in multiple different methods; these deployments can be enhanced by Crisis cards. The symbology from the base game to add a Voidborn Fleet Power is specifically to add/deploy a Voidborn Corvette. The new Voidborn Fleet types with Expanded Arsenal each have their own new symbology.

Deploy a Voidborn Corvette / Mirage / Dreadnought / Destroyer / Siphon.

  • Deploy a Voidborn Corvette / Mirage / Dreadnought / Destroyer / Siphon to a Shipyard / Starbase in sectors controlled by the Voidborn (player's choice). If there are fewer Shipyards / Starbases available, they ignore any additional deployments.

Note: In Incursion mode it is possible that Voidborn can start with Fleets in sectors that are immune to Voidborn Fleets. They can deploy, move, and skirmish from these sectors, but once you successfully invade and control one of those sectors, the Voidborn cannot Skirmish into them and return to being immune to all Voidborn presence.

Skirmishes

The usual Skirmish rules for the co-op/competitive game modes apply also to the Incursion game mode. The Voidborn first evaluate where they could win or tie a combat, or where they could inflict the most fleet power recalled.

The rules for which of your systems they Skirmish and with what Fleet Power has some key differences in the Incursion game mode.

Fleet Power differences

Instead of Virtual Fleets taken from the common supply, Skirmishes in Incursion mode use Voidborn Fleet from adjacent Voidborn sectors which are not taken from the common supply.

Determining the value of the Skirmish

This remains the same as the co-op module of the game. The value shown on the Crisis Board, then add 1 for each Corruption on your House mat and any flipped Psionic Agenda cards. Remember to also add any additional value or effects shown on the source of the Skirmish (Crisis card, Voidfall Alert card or a Skirmish in C1 evaluation stage).

Note: There is a new type of Skirmish on some Crisis Cards, which happens immediately (not as a penalty at the end of turn). Follow the usual rules for a Skirmish.

Incursion skirmish rules

Note: the Skirmish pages use a two-column layout; the blocks below are placed in the order their headings and numbering indicate. Printed "page x" references are reproduced as printed.

  • Vanguard's add +1 Approach Absorb to any Skirmish targeting their sector.
  • The sector with a Vanguard is considered adjacent to all open Rift when determining Skirmishes.
  • The Voidborn will choose their target sector for a Skirmish in the following order of priority:
    • Where they can win or achieve a tie;
    • Where they can cause you to recall the most Fleet Power;
    • Where they have the most Fleet Power available to attack:
  • The Voidborn will not abandon a sector. Ignore 1 Fleet Power of any ship type in each Voidborn Sector (which will retain the control of the Voidborn sector).
  • For each of your sectors calculate how much Voidborn Fleet Power is adjacent to that sector and is available to Skirmish.
  • Then follow the usual tiebreakers on page 33 of the Voidfall Rulebook: Pure sector; Highest Population; Sector with the most Guilds; Randomly.

Selecting where the Voidborn Skirmish

After determining the value of the Skirmish, if the value is greater than 0 then before evaluating the target sector, also evaluate from which sectors the Voidborn attack:

  1. Target
    • Where they can win or tie
    • Where they can force the most recalled Fleet Power
    • Anywhere else
  2. Tiebreakers
    • Sectors that have more Voidborn Fleet Power adjacent to them
    • Pure Sector
    • Sector with the highest population
    • Sector with the most guilds
    • Randomly
  3. From
    • The Voidborn will leave behind an equal amount of Corvette Fleet Power in each adjacent sector, or try to
    • Sectors that are adjacent to the skirmished sector
    • Sectors that have the lowest population (rifts are considered as 7 population)
    • Always leave 1 Voidborn Fleet Power behind
  4. Fleet Power
    • 4.1 Destroyer
    • 4.2 Dreadnought
    • 4.3 Corvettes

Use all available Voidborn Fleet Power OR as many as the value of the Skirmish being resolved, whichever is lower. To put it differently, it attacks with as much Fleet Power as it can, but not more than the Skirmish's strength. If the Voidborn do not have the available Fleet Power to match the value of the Skirmish, they will attack for as much as they have available, you do not add extra Fleet Power from the general supply. Move all Voidborn Fleetpower participating in the skirmish into the targeted sector then resolve the combat.

The Skirmish and Voidborn Fleet power priority

The Voidborn will move their Fleet Power from the adjacent sectors into the targeted sector in the following priority list:

  • 1 Voidborn Destroyer
  • 1 Voidborn Dreadnought, if no Destroyer joined
  • Voidborn Corvettes
  • In case of multiple possible sources of movement, the Voidborn try to leave behind an equal amount of Voidborn Fleet Power in each of the sectors they are moving Fleet Power out of. If that is not possible, they will move first out of sectors with lower population (rifts count as 7 population), in case of further ties determine randomly from which of the sectors they leave 1 more or less Fleet Power.

Example: The Voidborn have a Skirmish strength of 3, and 4 sectors available to choose from. The Blue player has the Torpedoes Technology.

  • In all of Sectors 1, 2 and 4 they would defend the Skirmish without loss. However, in Sector 3 the Blue player would be forced to recall a Fleet Power and the Voidborn have enough adjacent Fleet Power to Skirmish for their full strength of 3 required for the recall to be achieved. Sector 3 would be the target of the attack.
  • If Sector 3 was in a position to avoid recalling a Fleet Power, the target Sector would be Sector 1 as it is adjacent to the most Voidborn Fleet Power, in this outcome 1 Fleet Power would Skirmish from each of the three adjacent Sectors with 3 Voidborn Fleet Power located in them.

Voidborn Takeover and Abandoned Sectors

There are slightly different rules if you lose control of a sector as a result of a Voidborn Skirmish (tie or lose), instead you would:

Invader Victory and Combat Ties during a Voidborn Skirmish

  • Destroy all Installations in the sector (but not Guilds) – rule unchanged.
  • Place a Corruption marker under the Population die (if there isn't one) – rule unchanged.
  • All Voidborn Fleet Power that survived the Skirmish remain in the sector.
    • However, if the amount of Voidborn Fleet Power exceeds the maximum allowed in that sector they will instantly regroup the excess Fleet Power back to the sectors they Skirmished from, spreading the Fleet Power out evenly.
  • If you lost a sector due to a tie of the combat, immediately do a Voidborn regroup so that 1 Voidborn Fleet Power ends up in the lost sector, taking this Voidborn Fleet Power from the closest available sector.
  • Place a Bounty token in the sector – rule unchanged.
  • If the sector had a Civil Defense token, do not discard a Glory token that you may have, instead replace the Civil Defense token with a value 1 Glory token (taken from the supply) in the sector.

Abandoning Sectors

  • Destroy all Installations in the sector (but not Guilds) – rule unchanged.
  • Place a Corruption marker under the Population die (if there isn't one) – rule unchanged.
  • Take 2 Voidborn Fleet Power from the general supply and place them on the sector - rule unchanged.
  • Place a Bounty token in the sector – rule unchanged.
  • If the sector had a Civil Defense token, do not discard a Glory token that you may have, instead replace the Civil Defense token with a value 1 Glory token (taken from the supply) in the sector.

Rules with the Psionics Module

Vanguards

Vanguards are treated similarly to Harbingers during a Voidborn Regroup and Skirmish:

  • A sector with a Vanguard can always be the target of a Skirmish
  • A sector with a Vanguard counts as being adjacent to all open Rift sectors during a Skirmish and a Voidborn Regroup
  • Add 1 to the Skirmish strength on a sector with a Vanguard
  • Voidborn scores 10 Influence for each Vanguard on the map (but not for one on a Vanguard tile)

Enforced Psionic Agendas

Enforced Psionic Agendas will provide an additional Voidborn Fleet Power that joins a Skirmish (as indicated on the reverse side of the Psionic Agenda). The additional Voidborn Fleet Power is not taken from the supply, but instead follows all the rules of the Incursion game mode.

  • Voidborn Takeover and Abandoned Sectors
  • 6x Ascension markers
  • 18x Bounty tokens
  • 30x Psionic Combat tokens (15x Salvo Strike tokens, 15x Approach Barrier tokens)
  • 26x Installation tokens (5x Starbase/Shipyard, 5x Starbase/Sector Defense, 4x4 Command Stations in each player color)
  • 5x Safe Haven tiles
  • XXx Glory tokens (xx Value 2, xx Value 3, xx Value 4, xx Value 5)
  • 7x Difficulty Setup Aid card (Co-op/Solo)
  • 1x Joint Leadership Focus card (Co-op/Solo)
  • 1x Joint Heroic Focus card (Co-op/Solo)
  • 4x Starter Crisis cards (Co-op/Solo)
  • 3x Crisis cards (1x Level II Crisis #52, 1x Level III Crisis #67, 1x Level III Crisis #68) (Co-op/Solo)
  • 8x Alert cards (6x Dual Situation cards (2x Level I+I, 2x Level I+II, 2x Level II+II), 3x Nightmare War cards) (Co-op/Solo)
  • Ascension Catalysts
    Ascended Population and Enlightenment Focus
    No
    HaniaPsiwave ResonatorsNoneNo
    WintrelStellar ExchangesStarbase (Installation type)*Yes
    WintrelMechanized GuildsMechanized Guild (Guild type)Yes
    OrakhynMind LinksMind Link tokenNo
    OrakhynPrecognition EnhancersNoneNo
    • 4.1 Same ship type as existing Extended Arsenal present in the targeted sector
    • 4.2 Siphon
    • 4.3 Destroyer
    • 4.4 Dreadnought
    • 4.5 Corvettes
    • 4.6 Mirage